On Tue, 2010-03-16 at 08:32 -0700, Ian Romanick wrote: > I'm also a bit surprised that not detecting GL_EXT_compiled_vertex_array > has any impact on our Quake3 performance. After all, our CVA > implementation doesn't do anything! Looking at the list, it seems more > likely that GL_EXT_texture_env_add is the problem. Not having that will > cause Quake3 to use additional rendering passes in quite a few cases.
I think if CVA isn't present, it falls back to glVertex() and friends... Keith ------------------------------------------------------------------------------ Download Intel® Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev _______________________________________________ Mesa3d-dev mailing list Mesa3d-dev@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/mesa3d-dev